You can become so tough that it’s difficult to knit your flesh back together.
Prerequisite: Endurance, Diehard, Unstoppable*
Benefit: When you are below 0 hp, you can choose to gain DR 5/- until you have 1 hp or more again. However, if you use this feat, you cannot be healed by any cure spells or effects while you have the benefit.
*a Gamingmage feat.
A kiss/curse mechanic that can turn you into a monster. Great for parties without a healer, or warriors who need to fight on their own.
Exotic two-handed weapon. 50 gp. 12 lbs. 2d6 slashing damage, critical 19-20 x2. Special: see text
This mighty blade is forged with a curve that increases its effectiveness as it cleaves through foes. When used with the cleave feat, this weapon grants the wielder an additional +2 attack and damage on the bonus attacks granted by the feat.
The mightiest warriors of the mountains are said to cut down their opponents with a single blow. With their carefully balanced weapons they can cut a swathe through entire armies, one head at a time.
This weapon is meant exclusively for Pathfinder, where the opportunity cost of the Cleave feat is quite high. Consider this a further development of the hack sword, which I created some time ago. Enjoy!
-Max Porter Zasada
You have increased control over the forces of magic at your command.
Prerequisite: ability to cast spells, wis 13
Benefit: When you cast a touch spell you can hold the charge for up to one hour and can even cast other spells while holding the charge, although you cannot use that hand for anything else.
Feats like this one are fun partly because they let you do something that you really want to do, but can’t because of certain somewhat obscure rules. I think this feat is pretty powerful, and maybe it should have another prerequisite, but I couldn’t think of a good one. Any suggestions?
You become one with the creature you ride into battle.
Prerequisite: Animal Companion class feature, Mounted Combat, wis 13
Benefit: While riding your animal companion, you may use any of the following senses if possessed by your animal companion: darkvision, low-light vision, and scent. Also, if your animal companion has a racial bonus to Perception, you gain a +2 circumstance bonus to that skill as well.
I want there to be reasons to ride your animal companion around other than taking mounted feats for extra charge damage.
You can convert a fire spell into a powerful attack.
Prerequisite: BaB +3, one metamagic feat, Int or Cha 17, ability to cast fire spells
Benefit: You can cast a spell with the fire subtype and convert its power into a weapon instead of actually triggering the spell’s effects. Instead, the spell’s power collects at the head of a staff, quarterstaff, or spear that you are holding and imbues you with power. This item functions as a +1 flaming spear and you can use your Intelligence modifier in place of your Strength for attack and damage. These effects last a number of rounds equal to the original spell’s level.
I love feats that let a player try alternate strategies or “go crazy mode” without having to commit the resources to a level dip in a new class.
You can draw on the power of two spellbooks at once.
Prerequisite: Two spellbooks, one metamagic feat
Benefit: You can prepare a single spell slot with two different spells, which must be prepared from two different spellbooks. The total level of these two spells must equal the level of the spell slot used. You can cast either one of these spells from that slot, but not both. Once one of those two spells is cast from the spell slot, it is expended until the next time you prepare spells.
Some spellcasters are all about versatility, and this feat can make you a master of such magic.
Tweak: Allow Greater Spell Penetration’s caster level bonus to apply to all caster level checks (not just to penetrate SR), including ones made for dispel magic or similar. This doesn’t apply to Spell Penetration, so you just get a +2 on such checks.
This tweak can really make choosing feats for your spellcaster more interesting. One problem with Spell Penetration is that it can feel very much like a “feat tax”–above a certain level, monsters with SR are so common that everyone has to take it, but it’s not particularly gripping, especially since the Greater version is the same old story.
This tweak adds some a little bit of extra utility to the feat tree, especially in those encounters where there aren’t any monsters with SR.
Many thanks to my friend David Finzi, who sparked this idea.